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<p align="center" class="header">OGRE (Object-Oriented Graphics Rendering Engine)</p><p align="center" class="header">Milkshape 
Exporter README file</p><p align="center" class="header"><A HREF="http://www.ogre3d.org">http://www.ogre3d.org</A></p><p align="left" class="MainHeader">Summary</p><p>OGRE 
(Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine 
written in C++ designed to make it easier and more intuitive for developers to 
produce games and demos utilising 3D hardware. The class library abstracts all 
the details of using the underlying system libraries like Direct3D and OpenGL 
and provides an interface based on world objects and other intuitive classes. 
</p><p>This distribution contains the bare files required to export OGRE .mesh 
files from the shareware modelling tool <A HREF="http://www.milkshape3d.com">Milkshape3d</A>.</p><p align="left" class="MainHeader">How 
to Install</p><P>If you are using the prebuilt archive, just extract it into the 
folder you installed Milkshape3D into (e.g. C:\Program Files\Milkshape3d). If 
you are building the exporter yourself, copy the msOGREExporter.dll into the Milkshape 
folder, and either copy OgreMain.dll from the 'Release' build of OgreMain into 
the Milkshape folder too, or make sure it is somewhere on your path. </P><P ALIGN="left" CLASS="MainHeader">How 
to Use</P><P>Select an object and click File|Export|OGRE Mesh / Skeleton...</P><P>It's 
possible to export Material definitions from Milkshape into the .mesh file, but 
because Milkshape only supports very basic material types, I recommend you don't 
do this. Instead, create materials in Milkshape and use them for skinning purposes, 
but don't check the 'Export Materials' box in the OGRE export dialog. Make sure 
you note down the names of the materials you defined in Milkshape, then write 
definitions for the materials in OGRE .material scripts instead, using the same 
names. The meshes exported will still have a reference to the material name defined 
in Milkshape, but the superior OGRE material will be used at runtime.</P><P>Skeletons 
can be exported too: if you choose not to export a skeleton and there are bones 
in the model, you must link the mesh to it's target skeleton.</P><P>You can optionally 
choose to split the single animation sequence in Milkshape into multiple separate 
animations. To do this you have to supply a simple comma-separated text file to 
record which frames are for which animation, e.g:</P><P>1,30,Walk<BR>31,40,Wave<BR>41,80,Run</P><P>These 
3 animations would then show up under Skeleton::getAnimation(&quot;Walk&quot;), 
Skeleton::getAnimation(&quot;Run&quot;) etc as well as Entity::getAnimationState(&quot;Walk&quot;) 
etc. </P><P>&nbsp;</P><P ALIGN="left" CLASS="MainHeader">To get more information </P><P>To 
obtain more information and to download the OGRE source code, go to <A HREF="http://www.ogre3d.org"> 
http://www.ogre3d.org</A>.</P><P></P><P>&nbsp;</P>
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